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Kiemute Oyibo

Bio: Kiemute Oyibo is an academic researcher from University of Saskatchewan. The author has contributed to research in topics: Persuasive technology & Social learning. The author has an hindex of 14, co-authored 59 publications receiving 556 citations.

Papers published on a yearly basis

Papers
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Journal ArticleDOI
TL;DR: 15 design guidelines for operationalizing the strategies in persuasive health intervention to amplify their strengths and overcome their weaknesses are developed by the health informatics community.
Abstract: Persuasive technologies are tools for motivating behaviour change using persuasive strategies. socially-driven persuasive technologies employ three common socially-oriented persuasive strategies in...

49 citations

Journal ArticleDOI
03 Sep 2018
TL;DR: This study investigated why the self-monitoring strategy might work in some contexts and fail in others, and offered design guidelines for operationalising self- Monitoring to overcome its weaknesses and amplify its strengths.
Abstract: Self-monitoring is the cornerstone of many health and wellness persuasive interventions. However, applications designed to promote health and wellness that use this strategy have recorded varying degrees of success. In this study, we investigated why the self-monitoring strategy might work in some contexts and fail in others. We conducted a series of large-scale studies, with a total of 1768 participants, to explore the strengths and weaknesses of the self-monitoring strategy. Our results uncover important strengths and weaknesses that could facilitate or hinder the effectiveness of self-monitoring to promote the health and wellness of its users. The strengths include its tendency to reveal problem behaviours, provide real and concrete information, foster reflection, make people accept responsibility, create awareness and raise users' consciousness about their health and wellness. Some of the weaknesses include its tendency to provoke health disorder, be tedious and boring. We contribute to the digital health community by offering design guidelines for operationalising self-monitoring to overcome its weaknesses and amplify its strengths.

47 citations

Proceedings ArticleDOI
09 Jul 2017
TL;DR: The effect of age and gender on the susceptibility of individuals to Competition, Reward, Social Comparison and Social Learning in individualist and collectivist cultures is investigated, using a sample of 360 participants from North America, Africa and Asia.
Abstract: Research has shown that social influence can be used to effect behavior change. However, research on the role culture plays in the effect of age and gender on social influence in persuasive technology is scarce. To address this, we investigate the effect of age and gender on the susceptibility of individuals to Competition, Reward, Social Comparison and Social Learning in individualist and collectivist cultures, using a sample of 360 participants from North America, Africa and Asia. Our results reveal that there are more significant differences between males and females and between younger and older people in collectivist cultures than individualist cultures. In individualist culture, we found that males and females differ with respect to Competition only, with males being more susceptible. However, in collectivist culture, we found males differ from females with respect to Reward and Competition, with males being more susceptible, while younger people differ from older people with respect to Competition, Social Comparison and Social Learning, with younger people be more susceptible. Our findings provide designers of gamified persuasive applications with empirical insights for tailoring to the different cultures based on age and gender

45 citations

Journal ArticleDOI
TL;DR: A large-scale study to investigate the relation between Attention, Relevance, Confidence, and Satisfaction constructs from the ARCS model of motivation and 10 strategies that are commonly used in persuasive systems design shows that relevance has the strongest association with persuasiveness.
Abstract: Persuasive technologies (PTs) motivate behaviour change using various persuasive strategies. However, there is still a dearth of knowledge on how PTs motivate behaviour change and how to design sys...

35 citations

01 Jan 2016
TL;DR: Investigating how the perceptions of four systematically designed mobile websites vary between these two cultures using Canada and Nigeria as a case study shows both cultures differ in their perceptions of mobile websites with respect to aesthetics, usability, and credibility.
Abstract: The persuadability and credibility of a website depend on users’ perception and interpretation of the various design elements that characterize its user interface. While so much has been done in the web domain to investigate the role culture plays in the perception of websites and the need for personalization along cultural lines, very little has been done in the mobile domain to uncover the differences that exist between the Western and African cultures. To bridge this gap, we carried out a quantitative study among 233 subjects to investigate how the perceptions of four systematically designed mobile websites 1) vary between these two cultures using Canada and Nigeria as a case study; and 2) can be leveraged for tailoring mobile websites for both groups. Our findings show both cultures differ in their perceptions of mobile websites with respect to aesthetics, usability, and credibility, with the Nigerian group being less critical in its judgment and more attracted to colorful websites.

35 citations


Cited by
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01 Jan 2005
TL;DR: Empirical results from two studies support the theoretical claim that the PEAEPEOU causal direction outweighs the PEOUAEPE direction for utilitarian systems and encourage researchers to pay attention to causal directions in addition to causal connectedness.
Abstract: Identifying causal relationships is an important aspect of scientific inquiry. Causal relationships help us to infer, predict, and plan. This research investigates the causal relationships between two constructs, perceived enjoyment (PE) and perceived ease of use (PEOU), within the nomological net of user technology acceptance. PE has been theorized and empirically validated as either an antecedent or a consequence of PEOU. We believe that there are two reasons that account for this ambiguity the conceptual coupling of PE and PEOU and the limitations of covariance-based statistical methods. Accordingly, we approach this inconsistency by providing more theoretical reasoning and employing an alternative statistical method, namely Cohen’s path analysis. Specifically, as suggested by previous research on the difference between utilitarian and hedonic systems, we propose the conditional dominance of causal directions. Empirical results from two studies using different technologies and user samples support the theoretical claim that the PE∆PEOU causal direction outweighs the PEOU∆PE direction for utilitarian systems. There are both theoretical and the methodical contributions of this research. The approach applied in this research can be generalized to study causal relationships between conceptually coupled variables, which otherwise may be overlooked by confirmatory methods. We encourage researchers to pay attention to causal directions in addition to causal connectedness.

273 citations

Journal ArticleDOI
TL;DR: A standardized terminology of the game elements used in tailored gamification, the discussion on the most suitable game elements for each users’ characteristic, and a research agenda including dynamic modeling, exploring multiple characteristics simultaneously, and understanding the effects of other aspects of the interaction on user experience are outlined.
Abstract: Gamification is increasingly becoming a pertinent aspect of any UI and UX design. However, a canonical dearth in research and application of gamification has been related to the role of individual differences in susceptibility to gamification and its varied designs. To address this gap, this study reviews the extant corpus of research on tailored gamification (42 studies). The findings of the review indicate that most studies on the field are mostly focused on user modeling for a future personalization, adaptation, or recommendation of game elements. This user model usually contains the users’ preferences of play (i.e., player types), and is mostly applied in educational settings. The main contributions of this paper are a standardized terminology of the game elements used in tailored gamification, the discussion on the most suitable game elements for each users’ characteristic, and a research agenda including dynamic modeling, exploring multiple characteristics simultaneously, and understanding the effects of other aspects of the interaction on user experience.

123 citations

Proceedings Article
20 Apr 2002
TL;DR: CHI 2002 explores transforming technologies, looking back to the past and forward to the future, and used some new technologies to nudge the CHI conference in the direction of greater interactivity, turning attendees into participants.
Abstract: Interactive technologies have changed - and continue to change - our world. We are living in an era of transformation driven by the Internet, hand-held computing, digital photography, interactive entertainment, and wireless communication technologies. But such transformations are nothing new. Adoption of many technologies has transformed our work, play, communication, and thought. It has also transformed our research and practice in the HCI community.CHI 2002 explores transforming technologies, looking back to the past and forward to the future. First, by reflecting on past (and current) technologies, we seek a better understanding of questions like: Why do some technologies succeed where others fail? How have economic and work conditions and leisure been changed? What roles have technologists, entrepreneurs, legislators, lawyers, and citizens played? We examine these issues especially as they relate to HCI, a young field that will celebrate its 20th anniversary at CHI 2002.Second, we look forward, examining emerging technologies and involving us all in shaping their progress. Profound HCI issues are raised as computer and communications technologies progress from portable to wearable to implantable, as the power and speed of technology increases and the cost decreases, and as the standard desktop graphical interface is augmented by mobile devices, tangible and mixed reality interfaces. In response, we ask: What role should HCI professionals play in the development and deployment of such profoundly transformative devices and the socio-technical systems surrounding them? How can we ensure usability and a regard for personal privacy? What is the role of the legal and political system can they "keep up" with technology, or do sufficiently compelling technologies simply push them aside.Third, in addition to looking outward, CHI 2002 has looked inward to the practices of our community. We used some new technologies to nudge the CHI conference in the direction of greater interactivity, turning attendees into participants. CHIplace.org, our interactive online forum, enables people to exchange ideas, offer suggestions, and preview conference content. As part of CHIs increasing emphasis on issues of interest to designers and usability practitioners, CHI 2002 features the Practitioners Special Track. Professional and student designers present portfolios of their work, and usability professionals reflect on the experiences they have gained with usability methods in practice. CHI 2002 also is proud to feature a two-day forum, the CHI 2002|AIGA Experience Design Forum. Held in collaboration with the Experience Design Group of AIGA, the American Institute of Graphic Arts, this forum serves as an in-depth, interdisciplinary exploration of issues in design and human-computer interaction.

120 citations

Proceedings Article
05 Apr 2003
TL;DR: These Conference Proceedings contain the papers accepted for presentation at CHI 2003, which addressed all forms of interactive digital communication, with a focus on three special areas: mass communication and interaction, e-learning, and emotion.
Abstract: 1983: The first CHI called CHI - computers just processed data and Human-Computer Interaction (HCI) just supported users in their work tasks.Twenty years on, broadband servers and mobile devices now outnumber desktop office machines. With them come joy, persuasion, outrage, delight, faith, campaigns, satire, fun, learning, identity, communities, and passion. Now, increasingly, we interact to be, not just to do. Interaction no longer just changes things, it changes people. HCI is headed for New Horizons.CHI 2003 recognised this sea of change in HCI and addressed all forms of interactive digital communication, with a focus on three special areas: mass communication and interaction, e-learning, and emotion. Many presentations addressed these special areas. Still, CHI 2003 has not abandoned established HCI for New Horizons! Everything you'd expect to find in a CHI conference is still here.These Conference Proceedings contain the papers accepted for presentation at CHI 2003. Competition was fierce. 470 submissions were received, and 75 were accepted. Many of these accepted papers address the challenge of supportive effective and enjoyable communication via interactive digital media.A CD containing the extended abstracts for short talks, demonstrations, design and usability in practice papers, special interest group descriptions, interactive posters, student posters and doctoral consortiumpresentations accompanies these proceedings. Video figures and demonstrations are provided on an additional DVD. These complete the record of CHI 2003 as the meeting place for an inclusive community, The CHI conference is the annual gathering of the world's HCI community. There is something for everyone. Students, researchers, professionals, and educators are spoiled for choice.

101 citations